document.write("EA's Madden website updated
EA have updated the website of Madden NFL 07.
");document.write("Breaking down the playbooks
Gamespot - 'In part one of our Q&A with EA Sports' playbook specialists Larry Richart and Anthony White, we find out what it's like to watch college football for a living.' ");document.write("E3 wrap
It's time to bring the curtain down on E3 for 2006. Our E3 news and content will be archived away and we're rolling out our amended news format this week (I kind of tried it out over E3 anyway so if you were checking our E3 stuff out you'll know what I mean). Keep checking back this week for more fun and ... RIP E3 06.");document.write("Madden Wii video impressions
Gamespot sports editor Brian Ekberg has posted a videoblog of his impressions from playing Madden on the new Nintendo Wii system.");document.write("NCAA 07 Top 25
#1 USC
#2 Tennessee
#3 Iowa
#4 Oklahoma
#5 FSU
#6 Texas
#7 Michigan
#8 Louisville
#9 LSU
#10 Virginia Tech
#11 Miami
#12 Ohio State
#13 Florida
#14 Georgia
#15 Purdue
#16 Alabama
#17 Boston College
#18 Boise State
#19 Arizona
#20 Auburn
#21 Texas Tech
#22 Virgina
#23 Pittsburgh
#24 UTEP
#25 Georgia Tech");document.write("EA's new realism tools
An article posted on Joystiq provides some cool insight into the new way that EA is making its sports titles more realistic.
Here are the key features of what they have posted:
# Momentum Shift: The developers demonstrated how a character's body is altered by the speed. They compared current-generation jogging, with players back upright, to the new technology where the athlete lean forward.
# Procedural Awareness: For this demo, the developer created a ball for the character to observe. as he moved the ball in space, the character constantly kept his eyes on the object, even at moments requiring that his head tilt to reach the field of vision -- when multiple important objects are on screen, the character wil 'cycle' through observation, constantly checking up on the objects. Later, we saw changes in facial contortions to demonstrate the character's change in mood ('his reaction to the object') and how different emotions can be attached to multiple objects, the character's mood reflecting whichever object currently catches his attention.
# Foot Planting: This is an issue we have still seen in many high-profile titles (e.g. Oblivion): a character will run, but his legs move slower and faster than the actual pace of the character, given the impression that these characters are somehow gliding across the map; this technology aims to fix that.
# Responsiveness: The idea behind this feature is that every animation can be stopped at any moment and shift fluidly to another motion (current generation technology, according to EA, requires that a character must finish each animation before shifting to another). For example, say a football is running to the left and then wants to juke right, changes his mind, and does a full on sprint straight down the field. In what the developer found (and demonstrated), characters using this model actually responded and accomplished their task up to 25% faster.
# Accurate Positioning: Current-generation points characters in only 8 directions; the demonstration shows that your character can turn in any degree of rotation.  |
");document.write("MS E3 wrap up
Microsoft wrap up their coverage of E3.");document.write("2006 FIFA World Cup video
Joystiq have a video of 2006 FIFA World Cup from EA on their site.");document.write("Xbox.com covers E3
As you'd expect, the home of the Xbox360 had E3 covered from top to bottom. Bring on the goodies.");